The Joys of C++

My progress on the C++ asteroids game took a little detour down a one way street. The problem I hit was until then I thought I was being clever by passing in a reference to another class in the constructor. That worked fine until I started implementing array classes.
The issue I got was using my constructor meant that the default constructor was deleted. This happens in any class where you add your own constructor as all the special functions are deleted. You then have to add your own Move or Copy assignments if you are doing things that invoke them. Like iterating through an array (or vector in my case). Although I use Bullet and Asteroid classes, I manage collections of them through an Asteroids and a Bullets class.
Plus I’d decided that vector class wasn’t perhaps the best class to use. This thing runs at 60 fps, so adding and deleting elements from a vector seems a bit wasteful. Instead by using a std::array, and constructing all elements in it when the managing class is instantiated, all I have to do is scan for the first element with an active flag set false. (all are set false when constructed), set a few fields for velocity and position and there it is on screen.
Is this premature optimisation? I don’t think so. One of the things that programmers are told NOT to do!
So I have cleaned up my constructors now. They are parameterless and no special functions are deleted. It’s this kind of stuff that can do your head in and one of the reasons why I think C++ is considered a harder language to master. I’m certainly a long long way from that.
The maze? Just a metaphor for C++ programming!

You can’t return anything from a constructor. One way is to use exceptions but those can bring their own issues. Google’s C++ guidelines actually stipulate no exceptions and I’ve heard it from others as well that they prefer not to use them. Some people avoid it by having a mostly empty constructor and then an init() method to do the real initialisation and return a success/fail state.
This is a screenshot of it as it stands and yes those asteroids are moving! It looks identical to the C version; the only difference is the code, not the appearance.
I got my Pi 4 a week ago and have been doing experiments on it with my Asteroids game. If I disable the line of code that kills the player ship in the DestroyObject() function and just add a return after case tPlayer: and uncomment the code that adds Asteroids when you press A then I can have lots of asteroids on screen. Also set the MAXASTEROIDS #define to 128.
I was interested in seeing what frame rate I got out of it and how much it warmed the PI.
As always bugs are the fault of the creator and mea culpa (my bad!). I can trace this back to my conversion from the Windows source to the Ubuntu version. This line in LoadMask